Merge branch 'master' into master
This commit is contained in:
@@ -6,7 +6,8 @@
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;--------------------------------------------------------------------------------
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IncrementBombs:
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LDA !BOMB_UPGRADES ; get bomb upgrades
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!ADD.l StartingMaxBombs : DEC
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!ADD.l StartingMaxBombs : BEQ + ; Skip if we can't have bombs
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DEC
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CMP !BOMB_CURRENT
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18
events.asm
18
events.asm
@@ -78,6 +78,12 @@ OnAga2Defeated:
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JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
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JML.l IncrementAgahnim2Sword
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;--------------------------------------------------------------------------------
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OnFileCreation:
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TAX ; what we wrote over
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LDA StartingEquipment+$4C : STA $700340+$4C ; copy starting equipment swaps to file select screen
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LDA StartingEquipment+$4E : STA $700340+$4E
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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@@ -145,8 +151,16 @@ OnNewFile:
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+
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LDA StartingSword : STA $7EF359 ; set starting sword type
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LDA !INVENTORY_SWAP : STA $70038C ; copy starting equipment swaps to file select screen
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LDA !INVENTORY_SWAP_2 : STA $70038E
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; reset some values on new file that are otherwise only reset on hard reset
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STZ $03C4 ; ancilla slot index
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STZ $047A ; EG
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STZ $0B08 : STZ $0B09 ; arc variable
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STZ $0CFB ; enemies killed (pull trees)
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STZ $0CFC ; times taken damage (pull trees)
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STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
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LDA #$00 : STA $7EC011 ; mosaic
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JSL InitRNGPointerTable ; boss RNG
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PLP : PLX
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RTL
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;--------------------------------------------------------------------------------
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@@ -261,7 +261,9 @@ org $0CCE85 ; <- Bank0C.asm : 1953 (LDA $C8 : ASL A : INC #2 : STA $701FFE)
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NOP #4
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;--------------------------------------------------------------------------------
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org $0CDB4C ; <- Bank0C.asm : 3655 (LDA $C8 : ASL A : INC #2 : STA $701FFE : TAX)
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NOP #4
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JSL OnFileCreation
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NOP
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;Additionally, display inventory swap starting equipment on file select
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;--------------------------------------------------------------------------------
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org $09F5EA ; <- module_death.asm : 510 (LDA $701FFE : TAX : DEX #2)
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LDA.w #$0002 : NOP
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1
init.asm
1
init.asm
@@ -56,5 +56,6 @@ RTL
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Init_PostRAMClear:
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JSL MSUInit
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JSL InitRNGPointerTable
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JML $00D463 ; The original target of the jump table that we hijacked
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@@ -124,7 +124,9 @@ RTL
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;ProcessBottleMenu:
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;--------------------------------------------------------------------------------
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ProcessBottleMenu:
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LDA $F4 : AND #$40 : BEQ .y_not_pressed ; skip if Y is not down
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; LDA $F6 : AND #$30 : CMP.b #$30 : BEQ .double_shoulder_pressed
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; LDA $F4 : AND #$40 : BEQ .y_not_pressed ; skip if Y is not down
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; .double_shoulder_pressed
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LDA $7EF34F ; check bottle state
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BEQ .no_bottles ; skip if we have no bottles
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PHX
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@@ -137,9 +139,9 @@ ProcessBottleMenu:
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.no_bottles
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LDA #$00 ; pretend like the controller state was 0 from the overridden load
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RTL
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.y_not_pressed
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LDA $F4 : AND.b #$0C ; thing we wrote over - load controller state
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RTL
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; .y_not_pressed
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; LDA $F4 : AND.b #$0C ; thing we wrote over - load controller state
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;RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -738,6 +740,7 @@ RTS
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Link_ReceiveItem_HUDRefresh:
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LDA $7EF343 : BNE + ; skip if we have bombs
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LDA $7EF375 : BEQ + ; skip if we are filling no bombs
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LDA $7EF370 : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
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DEC : STA $7EF375 ; decrease bomb fill count
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LDA.b #$01 : STA $7EF343 ; increase actual bomb count
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+
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@@ -753,6 +756,7 @@ RTL
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HandleBombAbsorbtion:
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STA $7EF375 ; thing we wrote over
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LDA $0303 : BNE + ; skip if we already have some item selected
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LDA $7EF370 : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
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LDA.b #$04 : STA $0202 ; set selected item to bombs
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LDA.b #$01 : STA $0303 ; set selected item to bombs
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JSL.l HUD_RebuildLong
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11
openmode.asm
11
openmode.asm
@@ -12,11 +12,18 @@ RTL
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InitOpenMode:
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LDA.l OpenMode : BEQ + ; Skip if not open mode
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LDA $7EF3C5 : CMP #$02 : !BGE + ; Skip if already past escape
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LDA.b #02 : STA $7EF3C5 ; Go to post-escape phase (pre aga1)
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LDA.b #$02 : STA $7EF3C5 ; Go to post-escape phase (pre aga1)
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LDA $7EF3C6 : ORA #$14 : STA $7EF3C6 ; remove uncle
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LDA $7EF3C8 : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA $7EF3C8 ; set spawn points to house+sanc unless already house+sanc+mountain
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LDA $7EF29B : ORA.b #$20 : STA $7EF29B ; open castle gate
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RTL
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JSL MaybeSetPostAgaWorldState
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+
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RTL
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;--------------------------------------------------------------------------------
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MaybeSetPostAgaWorldState:
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LDA.l InstantPostAgaWorldState : BEQ + ; Skip if not enabled
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LDA.b #$03 : STA $7EF3C5 ; Go to post-aga phase
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LDA $7EF282 : ORA.b #$20 : STA $7EF282 ; make lumberjack tree accessible
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+
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RTL
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;--------------------------------------------------------------------------------
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@@ -38,6 +38,7 @@ QuickSwap:
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CPX.b #$01 : BEQ + ; bow
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CPX.b #$05 : BEQ + ; powder
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CPX.b #$0D : BEQ + ; flute
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CPX.b #$10 : BEQ + ; bottle
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BRA .store
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+ STX $0202 : JSL ProcessMenuButtons_y_pressed
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@@ -54,20 +55,20 @@ RTL
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RCode:
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LDA.w $0202 : TAX
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-
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CPX.b #$0F : BNE + ; incrementing into bottle
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LDX.b #$00 : BRA ++
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+ CPX.b #$10 : BNE + ; incrementing bottle
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LDA.l $7EF34F : TAX
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-- : ++
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CPX.b #$04 : BEQ .noMoreBottles
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INX
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LDA.l $7EF35B,X : BEQ --
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TXA : STA.l $7EF34F
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LDX #$10
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RTS
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.noMoreBottles
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LDX #$11
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BRA .nextItem
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; CPX.b #$0F : BNE + ; incrementing into bottle
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; LDX.b #$00 : BRA ++
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; + CPX.b #$10 : BNE + ; incrementing bottle
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; LDA.l $7EF34F : TAX
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; -- : ++
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; CPX.b #$04 : BEQ .noMoreBottles
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; INX
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; LDA.l $7EF35B,X : BEQ --
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; TXA : STA.l $7EF34F
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; LDX #$10
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; RTS
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; .noMoreBottles
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; LDX #$11
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; BRA .nextItem
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+ CPX.b #$14 : BNE + : LDX.b #$00 ;will wrap around to 1
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+ INX
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.nextItem
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@@ -77,19 +78,19 @@ RTS
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LCode:
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LDA.w $0202 : TAX
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-
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CPX.b #$11 : BNE + ; decrementing into bottle
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LDX.b #$05 : BRA ++
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+ CPX.b #$10 : BNE + ; decrementing bottle
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LDA.l $7EF34F : TAX
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-- : ++
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CPX.b #$01 : BEQ .noMoreBottles
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DEX
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LDA.l $7EF35B,X : BEQ --
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TXA : STA.l $7EF34F
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LDX.b #$10
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RTS
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.noMoreBottles
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LDX.b #$0F : BRA .nextItem
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; CPX.b #$11 : BNE + ; decrementing into bottle
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; LDX.b #$05 : BRA ++
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; + CPX.b #$10 : BNE + ; decrementing bottle
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; LDA.l $7EF34F : TAX
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; -- : ++
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; CPX.b #$01 : BEQ .noMoreBottles
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; DEX
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; LDA.l $7EF35B,X : BEQ --
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; TXA : STA.l $7EF34F
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; LDX.b #$10
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; RTS
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; .noMoreBottles
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; LDX.b #$0F : BRA .nextItem
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+ CPX.b #$01 : BNE + : LDX.b #$15 ; will wrap around to $14
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+ DEX
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.nextItem
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@@ -107,9 +107,9 @@ RTL
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!RNG_POINTERS = "$7F5200"
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GetStaticRNG:
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PHX : PHP
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REP #$20 ; set 16-bit accumulator and index registers
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AND.w #$007F
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ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX : ASL ; increment pointer and move value to X
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REP #$30 ; set 16-bit accumulator and index registers
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AND.w #$000F
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ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX ; increment pointer and move value to X
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LDA Static_RNG, X ; load RNG value
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PLP : PLX
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RTL
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@@ -123,7 +123,7 @@ InitRNGPointerTable:
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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CPX.w #$007F : !BLT -
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CPX.w #$001F : !BLT -
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PLP : PLX
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RTL
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.rngDefaults
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8
save.asm
8
save.asm
@@ -1,5 +1,13 @@
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;--------------------------------------------------------------------------------
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Validate_SRAM:
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REP #$30 ; vanilla behavior from $0CCD45, includes prize pack reset after save and quit
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LDX #$00FE : -
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STZ $0D00, X
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STZ $0E00, X
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STZ $0F00, X
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DEX #2
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BPL -
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SEP #$30
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RTL
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;--------------------------------------------------------------------------------
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ClearExtendedSaveFile:
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@@ -244,7 +244,8 @@ IncrementSmallKeysNoPrimary:
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LDA $1B : BEQ + ; skip room check if outdoors
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PHP : REP #$20 ; set 16-bit accumulator
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LDA $048E : CMP.w #$0087 : BNE ++ ; hera basement
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PLP : PHY : LDY.b #24 : JSL.l FullInventoryExternal : PLY : BRA +
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PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
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JSR CountChestKey : PLY : BRA +
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++
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PLP
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+
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@@ -269,7 +270,10 @@ CountChestKey: ; called by neighbor functions
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TYA : AND.B #$0F : BNE ++ ; If this is a sewers key, instead count it as an HC key
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INC
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++ TAX : BRA .count ; use Key id instead of $040C (Keysanity)
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+ LDA $040C : LSR : TAX
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+ LDA $040C : LSR
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BNE +
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INC ; combines HC and Sewer counts
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+ TAX
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.count
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LDA $7EF4E0, X : INC : STA $7EF4E0, X
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.end
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@@ -381,7 +381,11 @@ org $30808C ; PC 0x18008C
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PreopenGanonsTower:
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db $00 ; #$00 = Off (default) - #$01 = On
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;--------------------------------------------------------------------------------
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; 0x18008D - 0x18008F (unused)
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org $30808D ; PC 0x18008D
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InstantPostAgaWorldState:
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db $00 ; #$00 = Off (default) - #$01 = On
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;--------------------------------------------------------------------------------
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; 0x18008E - 0x18008F (unused)
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;--------------------------------------------------------------------------------
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org $308090 ; PC 0x180090 - 0x180097
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ProgressiveSwordLimit:
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@@ -12,6 +12,7 @@ EndRainState:
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LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already
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LDA.b #$00 : STA !INFINITE_ARROWS : STA !INFINITE_BOMBS : STA !INFINITE_MAGIC
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LDA.b #$02 : STA $7EF3C5 ; end rain state
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JSL MaybeSetPostAgaWorldState
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+
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RTL
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;--------------------------------------------------------------------------------
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Reference in New Issue
Block a user